XCOM 2
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[Non-WOTC] Shaken Scars are Back!
   
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Tags:  gameplay
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Posted
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109.683 KB
8 Feb, 2017 @ 4:24am
13 Feb, 2017 @ 1:00am
6 Change Notes ( view )

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[Non-WOTC] Shaken Scars are Back!

In 1 collection by Mr. Nice
Mr. Nice's Workshop - Vanilla (non-WotC)
7 items
Description
This is the non-War of the Chosen version, the WotC compatible version is here:
[WOTC] Shaken Scars are Back!

Shaken Scars are Back!

Yes, the little feature which slowly turned the naive rookies you started the game with into grizzled looking veterans by the end is back. See the Unfortunate Rk. Flores above, sporting one of the vicous scars from the Alien Hunters DLC after her brutal first mission.
Sadly, shaken soldiers gaining a random scar (if they weren't already scarred) disappeared with the patch which accompanied the release of "Anarchy's Children".
This loss was a bug not a conscious designed choice by Firaxis btw, since the code was still in place, but deffective due to a change elsewhere.

When the mod is first enabled for a savegame a popup dialog box will ask if you want to retroactively scar previously shaken soldiers on your roster. If the mod is enabled during a mission, this popup will appear when you return to the Avenger main screen.
As an added bonus, you can make random scars occur on any grave wounding, not just those that leave the soldier shaken, or even on any wounding at all. This is controlled in XComShakenScars.ini, which of course defaults to the original game standard of scarring on shaken only.

Special Thanks to the lovely Guadalupe FLores, who due to a fortuitously timed save became the repeated "crash test dummy" while working on this mod.

Compatability
This mod overrides "XcomGameStateContext_StrategyGameRule", so will conflict with any mod which also overrides this class.
Works fine with Long War 2.

Other Mods by me
  • Non-WOTC Mods (WOTC versions also exist if appropriate)
    • Cinematic Rapid Fire, which gives Rapid Fire and Chain Shot their cinematic camera back which was removed in the patch ages ago. Keeps the other improvements added in the patch.
    • Better Demolishing!, which gives range, weapon and upgrade based aim buffs to the 'Demolition' ability.
    • AWC Cost & Other Fixes, which makes abilities granted by AWC which fire the main weapon (eg. Rupture, Deadeye etc.) match the normal action cost of firing the primary weapon. The majority of such abilitieswere hard coded with the action cost of firing the primary weapon of the class the ability comes from. Also fixes up "Death from Above" and "Serial" not proccing from second shot kills of "Chain Fire"/"Rapid Fire". Individual ability fixes can be toggled and and off iwith a .ini file.
    • Armoury Navigation Fixes, which fixes various issues with the navigation bar in the Amoury screens, largely stemming from the controller support patch.
    • Original High Hit Dodge Behaviour, which restores the pre-patch behaviour where Hit chance over 100 gradually eliminated dodge chance, not immediately made dodges impossible once Hit chance is 100 or more.
  • WOTC Only
    • Variant Power Armour Arms, which unlocks some variant Wraith and Warden armour arms parts which were hidden by Firaxis.
    • Less Overwatch Lock Ups!, which attempts to fix the visualization lockups during complex Overwatch/Reaction fire situations.
    • Better Armory Item Stats, which tweaks the stats display of weapons, utility items and upgrades in the Armoury, including displaying Critical Damage, Armor Pierce and Shred for all appropriate weapons.
    • Weapon Fixes, Which fixes a few issues with weapons and their upgrades, especially if you use mods which allow upgrades for (auto)pistols.
    • Chosen Info Controller Support, adds controller support for bringing up the Chosen Information Screen mid mission.
    • Peter's Grenades (and other TLP Fixes), which fixes some loadout, ability progression and UI issues with Legacy Operations.
    • Better Grappling!, fixes issues with Grappling targeting in certain world geometry.
    • Trainable Sparks (and other Buffs) WotC was one step forward, two steps back for SPARKs. As well as allowing training, also gives them access to breakthroughs for their weapons, an ammo pocket (ammunition only utility slot), and some hack progression.
    • Train from Armoury allows normal soldiers to jump straight to training from the armoury, just as faction soldiers can. The Training Center is still required to be built first of course!
63 Comments
3dahs 20 Mar, 2018 @ 1:52pm 
Anyway to make the scars appear on only critically wounded? Also, cant a soldier become shaken from another soldiers death? or how does shaken work I forget. Thanks for the awesome mod btw
BigRowdy 19 Dec, 2017 @ 10:20pm 
HMMM my original version if this mod works just fine, I have all DLC's cept Wotc.
Mr. Nice  [author] 31 Aug, 2017 @ 3:40am 
As promised, a WotC compatible version is now available
http://sp.zhabite.com/sharedfiles/filedetails/?id=1124507705
FIrst mod I ported because it was the easiest.
Mr. Nice  [author] 30 Aug, 2017 @ 5:04pm 
@Gulthalot: That makes sense, the function which is overriden by this mod essentially deals with all the changes to soldiers on return from a mission. As I said in the discussion thread on one of my other mods, it will almost certainly require a project fork between vanilla and WotC compatible versions. So that leaves the conundrum whether this forked project is the vanilla or WotC version, I've noted other modders go both ways on that one already.
Thegn 30 Aug, 2017 @ 4:42pm 
I've done a bit of testing and it seems that (at least for me) this mod causes the bonding and fatigue system to not work. My soldiers only gained cohesion from covert ops and would lose will but never go into the "tired" state or regain will.

Not sure if its something the mod does to the shaken state or anything and I'm not entirely sure if it is this mod. But I ran some new games, and only on the ones where this mod was disabled, did cohesion work. I doubt anymods I have would conflict with this mod as they are all cosmetic apart from some namepool additions and free camera movement.

If you could look into this if you update, it would be very much appreciated.
Nasarog 29 Aug, 2017 @ 11:55am 
Awesome, thank you. I love this mod! Great job!!!
Mr. Nice  [author] 29 Aug, 2017 @ 11:53am 
It will be, just playing WotC a bit before checking whats changed under the hood for mod compatability.
Nasarog 29 Aug, 2017 @ 11:37am 
Willl this be updated for War of the Chosen?
LoneDigger 3 Aug, 2017 @ 8:36pm 
I also crash on load with an earlier save of my playthrough, but on a test new save file, it can be removed freely (presumably because I haven't had any shaken soldiers yet). This might have killed my current playthrough, but such is the price to pay for modding...
LoneDigger 3 Aug, 2017 @ 8:33pm 
I found the same issue as @Soundaholic. I added a stack of new mods today, and when in the Geoscape view as well as squad select menus, my framerate goes insane and looks like a slideshow. I removed all of my mods and individually added every one, and singled out this mod (all 120ish work without frame lag, but with this one added, the lag happens). What could be causing this? A conflict with a recent update? A conflict with another mod (that happens to work fine on it's own)?

Until it doesn't murder my framerate, I guess I'll have to give scars automatically :(